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RW textures tile only in squares?


Benson Shaw

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Horsing around with texture to show perforated metal w/round holes.

Many common patterns have 60 degree stagger.

Made 2d poly clipped with the hole pattern, exported as image, and imported during texture creation. But VW maps textures only as square tiles (my experience, anyway), so the image of the poly is stretched in the Y direction to make a square - stagger angle changes. Starting w/ ovals to compensate for the stretch changes the stagger angle and/or the spacing.

Anyone see a way forward in VW2010? Solved in 2011?

Should I put in a Wish for X and Y axis dimensioning in the tiling?

On the plus side: Image Mask Shader>Color Transparency Mask can alpha both jpg and png. No need to alpha the image prior to import for texture creation.

Another problem: VW added a tiny border on two sides of the image in the Image Export>Draw Marquee (snapped to corners of my clipped polygon). Had to trim the excess with Smart Trim in Graphic Converter. Otherwise, the texture shows a border around each instance of the image.

-B

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Not only are you not much mistaken, you are not at all mistaken.

The only drawback is that color of the matrix in the rendered object is controlled by the texture rather than the attribute pallet. A different texture would be required for each color required - easy enough to dupe the texture, edit the color shader and rename the new texture.

Tusind Tak!

-B

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Ahh, another Open GL vs Renderworks clash.

I was testing in Open GL and found that the Color Shader>Filtered Image>Object Fill is not operative. Only way I found to change color in Open GL is to tick the Use Chosen Color and select a color in the diaolg. Open GL render options do not alter this (Use Textures, Anti Aliasing, Use Shadows . . .)

For RenderWorks renders, it works as you say. Even most artistic modes.

-B

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Strangeness & fun

Drawing contains 3 objects:

3d poly, no texture, z=0 (Locked, offers transparency check)

3d circle, my home made "hatch" texture, z=.5"

3d square, my home made "hatch" texture z=1" (square was created first)

Render in OpenGL

Select the square and change color in attribute palette.

Move the circle (drag). Color changes to match square. ???

Try color change with Circle first. No effect on either.

Delete the square - Circle color changes with Attributes Palette as expected.

Paste in the square - Now circle is leader in color change madness.

Render in FQRW - all is well

-B

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